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Spore minds and Mucolid spores.
http://www.warpshadow.com/forum/viewtopic.php?f=22&t=18485
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Author:  xsquidz [ Sun Sep 13, 2015 8:02 pm ]
Post subject:  Spore minds and Mucolid spores.

In an older nid codex I think you HAD to deepstrike the spore mines but as far as I can tell you don't need to do that in the current book? Just want to make sure I am right on that before I plan a strategy around leaving mucolids on the table to start the game.

Author:  HiveFleetOda [ Sun Sep 13, 2015 10:32 pm ]
Post subject:  Re: Spore minds and Mucolid spores.

They both can deep strike but they do not have to deep strike now.

Author:  xsquidz [ Mon Sep 14, 2015 7:55 am ]
Post subject:  Re: Spore minds and Mucolid spores.

Yeah, I thought so just wanted to make sure I wasn't missing something. It just gives tyranids an option to almost null deploy if we wanted to and if we are facing the right army. Just deploy 2-4 mucolids in ruins to start the game and nothing else. They can be a pain to kill because of their number of wounds and shrouding.

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